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RE: Submitted Scenarios - 4/12/2016 4:52:08 AM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
TRI ANG BRIDGE
Vietnam 1969.
The Vietnamese TET Offensive in 1968 seems at first glance to be the last throw of dice North Vietnam. But despite huge losses,
the Communists, taking the initiative, achieved a political victory. With a new president in the White House, priority was
given to the Vietnamization of the army, with more active participation of the ARVN during the fighting against the
communists. The Tri bridge Ang is an important route for supplies and communications between the US headquarters and
outposts. Reports indicate that the Vietcong had the intent to destroy the bridge to the offensive in the Pleiku area. It is
vital that this road remains open.

ANV, VIETCONG : Squads, HMG, LMG, MTR, AT, AFV
US, ARVN : Squads, MMG, DC, BZK, MTR, FT, AFV

Maps: Three maps
Terrain: Jungle, Village, River, Bridge

Scenario Length: 11 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men + Miniatures'Men "Blitzkrieg.fr"


Attachment (1)

(in reply to Paullus)
Post #: 121
RE: Submitted Scenarios - 4/12/2016 8:54:32 AM   
KhanDam2


Posts: 110
Joined: 2/6/2015
From: France
Status: offline
scen Tri Ang Bridge Mod Updated Updated v1.0 May, 17 2016

This Mod is only Done for using in Scenario : Tri Ang Bridge
This mod change only graphical representation for Russian an American . The all Face Value are the same as Original Country the Ordonance and AFV are the same model as original not the Exact ANV & Vietcong and USMC & ARVN existing


Changes for v1.0
- Change Zip Name
- Make mod JSGME Compatible
- Correct Counter Face
- Make TotH 1.0.27 Compliant


so as usual save the original terrain before overwite it .


have Fun


Attachment (1)

< Message edited by KhanDam2 -- 5/17/2016 6:17:41 PM >


_____________________________

Semper Fi - Sicut Aquila

(in reply to rico21)
Post #: 122
RE: Submitted Scenarios - 4/13/2016 6:16:09 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
THE BATTLE FOR ROME
PORTA SAN PAOLO, ROME; 10 September 1943: Fearing a breach of security which would alert the Germans, Italy's war leaders
had decided to give their forces in the field no advance notice of the armistice with the Allies. To make matters worse, when
the armistice was announced on September 8th they then fled the capital and were incommunicado for several days, leaving local
commanders in the dark about how to act, As a result, when the Germans requested or demanded their capitulation, many
commanders simply acquiesced, telling their troops to lay down their arms and go home. Others held their positions and stalled
for time, but allowed the Germans to pass freely. A few,
however, acted on their own initiative and resisted their erstwhile comrades-in-arms. This was especially true around
Rome, where General Carboni, hoping against hope that the Allies would attempt to capture the Eternal City by a coup de main,
assumed de facto command and ordered the troops in and around the city to defend it-with force if necessary. Several Italian
formations, including the elite 21st"Grenadiers of Sardinia" Division, set up blocking positions and attempted to halt the
German 2nd Parachute Division who were advancing from the south. Slowly but inexorably the paratroopers pushed closer and closer
to Rome. By September 10th the fighting had reached the suburbs outside the city walls, and General Carboni reinforced his
embattled Grenadiers as best he could.

Italian : Squads, HMG, MMG, LMG, MTR, ATR, ART, AT, AA, AFV
German : Squads, HMG, MMG, LMG, PZS, FT, DC, AFV

Maps: Three maps ASL (21,22,23)
Terrain: Urban, City("Rome")

Scenario Length: 10.5 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men


Attachment (1)

(in reply to Paullus)
Post #: 123
RE: Submitted Scenarios - 4/13/2016 8:37:46 PM   
KhanDam2


Posts: 110
Joined: 2/6/2015
From: France
Status: offline
scen Battle for Rome Updated Updated v1.0 May, 17 2016


This Mod is only Done for using Italian vs German, American or British like in Scenario : THE BATTLE FOR ROME
This mod change only graphical representation for Russian to Figure Italian. The all Face Value are the same as Original Country the Ordonance and AFV are the same model as original not the Exact Italian existing


Changes for v1.0
- Change Zip Name
- Make mod JSGME Compatible
- Correct Counter Face
- Make TotH 1.0.27 Compliant


so as usual save the original terrain before overwite it .


have Fun


Attachment (1)

< Message edited by KhanDam2 -- 5/17/2016 6:15:17 PM >


_____________________________

Semper Fi - Sicut Aquila

(in reply to rico21)
Post #: 124
RE: Submitted Scenarios - 4/13/2016 8:55:51 PM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline
Zon With the Wind
ASL 32

Zon, Holland, 17 September 1944:

Maxwell Taylor's 101st Airborne Division, task-organized for Operation "Market", was augmented by the addition of the
506th Parachute Infantry Regiment. In keeping with his mission to secure the 15 miles of highway stretching from
Eindhoven north to Beghel, he planned to drop all three parachute regiments on the 17th. To Colonel Robert Sink and
the 506th went orders to seize the main highway bridge over the Wilhelmina Canal and then secure Eindhoven, the
southernmost objective of the airborne "carpet" and only ten miles distant from the British armor waiting to surge
forward from the Meuse-Escaut Canal bridgehead. With his regiment down in good order along the edge of the Zonsche Woods,
Sink sent the 1st Battalion racing to grab the great bridge. There was almost no opposition ... until the paratroopers
reached the northern outskirts of the village Zon.

Units Human Players
American: Squads, MMG, BAZ
German: Squads, LMG, ORD

Maps: ASL Map 24

Terrain: Rural, Village


Attachment (1)

(in reply to rico21)
Post #: 125
RE: Submitted Scenarios - 4/14/2016 5:23:36 AM   
genesismwt


Posts: 176
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
Hats off to Rico and khandam!

What a great idea khandam, to make mods to give real flavor to rico's interesting and exotic scenarios. I applaude efforts of you both!

_____________________________

The game is afoot!

Mike

(in reply to KhanDam2)
Post #: 126
RE: Submitted Scenarios - 4/14/2016 10:58:25 AM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Hats off to Rico and khandam!

What a great idea khandam, to make mods to give real flavor to rico's interesting and exotic scenarios. I applaude efforts of you both!

_____________________________


The game is afoot!

Mike

Thank you for your support as we value particularly because of your experience in the creation of scenarios, you know what it represents as a challenge,
Also I'm suddenly liked your analysis on the fire and movement, and to light the fire, you can trust me!

(in reply to genesismwt)
Post #: 127
RE: Submitted Scenarios - 4/14/2016 3:02:11 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Hi,
Please all designers read the threat Calling of Scenarios Designers

Thanks

(in reply to Paullus)
Post #: 128
RE: Submitted Scenarios - 4/14/2016 6:34:57 PM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
SCENARIO NAME: NKVD Town Hall

DATE: July 17, 1942
LOCATION: Eastern Front, Pershino, Russia

SITUATION: During summer 1942, German Army Group South launched an offensive towards the Caucasus. After
the river crossing, it was aiming for the city of Voronej. The Recon Battalion of the 3rd Motorized Infantry Division
was stopped in the town of Pershino when Russian militants belonging to a NKVD unit fired at them with a heavy
machine gun from the town hall.

FORCES:
German: Squads, MMG, LMG, ATR, AC, Halftrack
Russian: Squads, HMG, LMG, ATR, AFV

SCENARIO SPECIAL RULES:
*- None

MAPS: Two maps (Sector's 1x2) with only the bottom of maps being used.

TERRAIN: City

SCENARIO LENGTH: 6 Turns

VICTORY CONDITIONS : Capture and hold the majority of VP by game end.

SCENARIO DESIGNER: Double Deuce
(A 'Combat Campaigns' conversion of ASL scenario VB7 NKVD TOWN HALL by Michel Bongiovanni - June 2008)

Download the scenario by clicking this link: s_CC-02 - VB7 NKVD Town Hall

_____________________________


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Post #: 129
RE: Submitted Scenarios - 4/14/2016 11:13:06 PM   
Bulldog1

 

Posts: 63
Joined: 11/15/2006
Status: offline
100 MEN

LINDERN, GERMANY

NOVEMBER 30, 1944 0600 HRS.

Best played as US side. The GIs will eventually get a radio.

Historical Background:

Progress into Germany was slow and painful. Inclement weather, limiting air support and turning the countryside into a quagmire,
a lack of supplies and a resilient German opponent had converted the rapid advances of the previous summer into a distant past.
Even so, the fighting continued. To relent would only mean worse weather and an enemy who would have time gather his wits about
him and firm up his defenses.

So it was that the orders came down from SHAEF to "Attack!" once again. On November 29th, units of XIX Corps of the 9th Army
finally reached the Roer River. Its counterpart, the XIII Corps of Simpson's 9th Army was trying to do the same. On November 30th,
they began their final push to get across the Roer.

The 84th Division would be in the lead. The 3rd Battalion, 335th Infantry would spearhead the assault. The initial attackers had
been stripped to the essentials for quick movement. The riflemen carried their rifle belts, two bandoleers of ammunition and three
bars of chocolate D ration per man. The only support weapons in the first wave would be light machine guns and bazookas.

There would be no preliminary bombardment to stir up the enemy. The one thought was to get these companies across the open area
to the village of Lindern as quickly as possible, just before daylight. Once they were across, they would protect the bridgehead
for the other units as they moved across the Roer.

Carefully moving through the dawn mists, the men could hear sporadic fire in the distance. A flare would go up, a burp gun
would stutter, and a mortar shell or two fell. The two leading platoons of K Company and one of I Company rushed toward the town.
They had been warned to, "Get into the village before the artillery gets you." These three platoons got across successfully.
But only they made it.

Suddenly an intense German artillery barrage blocked the wa y across the river. Cannons, machine guns, and mortars laid down
such a deadly fire that the rest of the battalion suffered severe casualties while trying to cross. They just could not get
into Lindern under such heavy fire. Only one radio made it with the first platoons that were on the other side. Even it would
not work. A random rifle round had severed its antenna. Thus no communication with the other side of the river was possible.

Charging into the town, they quickly established defensive positions. The three platoons numbered exactly 100 men. For some
reason, 84th Division headquarters was not made aware of the situation. These men were suddenly cut off.
1st Lieutenant Carpenter, commander of K Company took charge and had hasty defenses set up as soon as possible.

They waited for the rest of the battalion to join them, but there was no reinforcement. With no radio, there was no way to
find out what was happening, or notify someone of their predicament.

Meanwhile, German forces of the 230th VG Regiment, bolstered with mobile assault guns, made probes through Lindern. The three
Tiger tanks appeared but were hesitant to attack initially. There was some fighting, but the Germans were somewhat disorganized
and retreated. A few men worked frantically with the disabled radio.

Finally they rigged an antenna with wire to a high fence, and began sending out a cry for help with their location.
Company A of the 40th Tank battalion was standing by, waiting to enter the battle. One of their radio operators picked up the
weak signal, and Colonel J.C. Brown, commander of the group ordered the tanks to the rescue.

By now, the Germans were moving toward Lindern in force. As friendly artillery laid down a thick smoke screen, the Shermans
entered the battle. One of the desperate GIs of the 100 men commented, "It must have been a little after two when these
General Shermans came roaring up. What a sight! We figured the whole German army couldn't drive us out of there!"

As the Germans attacked with infantry and some armor, they came upon well disciplined and well deployed American soldiers
backed with serious firepower and tanks. The attack faltered, and by dusk, the Germans had moved back. The 100 men with some
timely armored backup had done their job! - WBW

Sources:

The Siegfried Line, MacDonald
Delivered from Evil, Leckie
There's a War to be Won, Perrett

Maps: Custom
Terrain: City, Village, Rural

Scenario Length: 15 Game Turns, 33% chance of game ending on turn 10
Victory objective: Both sides gets VPs for owning VP Objectives and casualties.
Scenario designer: Wild Bill Wilder - JT's Eagle Strike
Modified by: Bulldog

Attachment (1)

(in reply to Paullus)
Post #: 130
RE: Submitted Scenarios - 4/17/2016 4:17:04 PM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline
Lash Out
ASL A34

Northwest of Schijndel, Holland, 19 September 1944:

Formed in July 1944 on an emergency basis following the losses in Normandy, the ranks of the 59th Infantry Division were
filled with troops on furlough from the German occupation forces in Norway. Despite its lack of training, and chronic
equipment shortages, this ad hoc division fought with distinction in the Calais area and during the subsequent withdrawal
to North Brabant. By mid-September, it numbered but 1000 weary, battle-wise veterans supported by a handful of guns.
Nevertheless, beginning on the 17th, its fiery commander Lt-General Poppe threw it against the regiments of the 101st
Airborne holding "Hell's Highway" in a series of persistent local counterattacks. The strongest, by three companies drawn
from the 1034th and 1036th regiments - reinforced by some police and replacement units - struck Col. Cassidy's battalion
of the 502nd Parachute Infantry around noon on the third day of the battle.

Units Human Players
American: Squads, MMG, AFV
German: Squads, LMG, MMG

Maps: ASL Map 16

Terrain: Rural

Scenario Length: 8 Game Turns

Victory objective: The German player wins by Exiting >=6 VP.

Attachment (1)

(in reply to Paullus)
Post #: 131
RE: Submitted Scenarios - 4/17/2016 4:59:01 PM   
desicat

 

Posts: 542
Joined: 5/25/2008
Status: offline
Has anyone competed the first ASL "Guards Counter Attack/The Tractor Works" or their combined mission of "The Streets of Stalingrad"?

Hoping someone makes this and posts it soon!

< Message edited by desicat -- 4/18/2016 12:02:28 AM >

(in reply to okiefire1)
Post #: 132
RE: Submitted Scenarios - 4/17/2016 6:29:43 PM   
genesismwt


Posts: 176
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
Guards Counterattack is my quick fix for Squad Leader. I have probably played it 20 times already. I have played Tractor Works a few times. I have not put it all together yet.

_____________________________

The game is afoot!

Mike

(in reply to desicat)
Post #: 133
RE: Submitted Scenarios - 4/17/2016 8:59:59 PM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline
Guards Attack
ASL A35

Near Aalst, Holland, 18 September 1944:

Stiff German resistance had thwarted Horrock's plan to smash out of the XXX Corps' bridgehead on Sunday and link with the
Americans in Eindhoven in less than three hours. By nightfall on the 17th, Lt-Colonel Veandeleur's tanks had only reached
Valkenswaard, six miles short of the day's objective, where orders to halt the advance were received. To the east of the
highway, heather-covered dunes cut by small streams made the area barely negotiable for armor; to the west, the wooden
bridges were too frail to support Shermans. Unaware of the destruction of the highway bridge at Zon, his men had spent the
night chaffing at the seemingly unreasonable delay by their commanders. Cheers went up from the Irish as orders finally
came to move out. Although the scouting patrols of the Household Cavalry had warned of Germans in good defensive positions
up ahead, Vandeleur's force met little opposition until they neared the village of Aalst, halfway to Eindhoven.

Units Human Players
German: Squads, LMG, AT
British: Squads, LMG, AFV

Maps: ASL Maps 17, 13

Terrain: Rural

Scenario Length: 8 Game Turns

Victory objective: The British player wins by capturing Victory Locations.

Scenario Designer: Okiefire

Attachment (1)

(in reply to genesismwt)
Post #: 134
RE: Submitted Scenarios - 4/17/2016 9:13:03 PM   
genesismwt


Posts: 176
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
One more off my to do list!

_____________________________

The game is afoot!

Mike

(in reply to okiefire1)
Post #: 135
RE: Submitted Scenarios - 4/18/2016 5:49:37 AM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline

quote:

ORIGINAL: genesismwt

One more off my to do list!


Yep. I'm about done with Oy Veghel, too. Then two more to go, to finish the set.

(in reply to genesismwt)
Post #: 136
RE: Submitted Scenarios - 4/19/2016 4:37:35 AM   
genesismwt


Posts: 176
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
My plans are to do Hill of Death and The Beast from the East(something like that, from ASLSK 1)next, along with the Band of Brother's project for a campaign set of Scenarios.

_____________________________

The game is afoot!

Mike

(in reply to okiefire1)
Post #: 137
RE: Submitted Scenarios - 4/19/2016 2:32:27 PM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline

quote:

ORIGINAL: genesismwt

My plans are to do Hill of Death and The Beast from the East(something like that, from ASLSK 1)next, along with the Band of Brother's project for a campaign set of Scenarios.


Those should be excellent! Is the Band of Brothers you speak of based on the SASL version I remember from years ago, or a different one I haven't seen?

(in reply to genesismwt)
Post #: 138
RE: Submitted Scenarios - 4/20/2016 3:26:26 PM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline
Continuing the Market-Garden Scenarios from ASL Annual 91:

Oy Veghel
ASL A36

Northeast of Veghel, Holland, 23 September 1944:

The American 101st Airborne had already weathered one concerted German counterattack on their position of the narrow corridor
on the 20th. Now came word from the Dutch underground of a German buildup in the hamlets and w0ods east of Veghel. That
morning, the 327th Glider Regiment's 3rd Battalion was just moving into Veghel. Behind them came the 1st Battalion Anti-Tank
Platoon. Colonel Joseph Harper gave both his formations orders to push up the highway toward Uden and deploy to defend the
approaches from that town. Just outside Veghel, one AT gun set up in the middle of the highway, the other two lined up some
20 yards apart on the left. But even as these were being manhandled into position, the main threat of Kampfgruppe Walther
crashed into Uden. Fighting doggedly, a single battalion of the 501st deflected the initial armored attack, causing it to
sheer off down the route to Veghel. Distracted by destroying a stalled British truck conveoy, the panzers were only 150 yards
from the American positions when the anti-tank guns opened fire.

Units: Human Players
American: Squads, MMG, BAZ, DC, AT
German: Squads, LMG, AFV

Maps: ASL Maps 10,13, 16, 19

Terrain: Rural, Urban

Scenario Length: 8 Game Turns

Victory objective: The German player wins by capturing Victory Locations.

Scenario Designer: Okiefire

Attachment (1)

(in reply to Paullus)
Post #: 139
RE: Submitted Scenarios - 4/21/2016 12:23:55 AM   
genesismwt


Posts: 176
Joined: 2/25/2016
From: The middle of flyover country
Status: offline

quote:

ORIGINAL: okiefire_ssl


quote:

ORIGINAL: genesismwt

My plans are to do Hill of Death and The Beast from the East(something like that, from ASLSK 1)next, along with the Band of Brother's project for a campaign set of Scenarios.


Those should be excellent! Is the Band of Brothers you speak of based on the SASL version I remember from years ago, or a different one I haven't seen?


The Band of Brothers that I speak of is the project rico has going with some ASL TAC scenarios. See the calling all scenario designers thread.

Thanks for putting up Oy Veghel. I remember playtesting that for the ASL Annual.

_____________________________

The game is afoot!

Mike

(in reply to okiefire1)
Post #: 140
RE: Submitted Scenarios - 4/21/2016 2:59:07 AM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline

quote:



The Band of Brothers that I speak of is the project rico has going with some ASL TAC scenarios. See the calling all scenario designers thread.

Thanks for putting up Oy Veghel. I remember playtesting that for the ASL Annual.


You're welcome. Hope it plays well for you. I did see the Rico project. Looks very interesting, indeed. Should be fun.

(in reply to genesismwt)
Post #: 141
RE: Submitted Scenarios - 4/21/2016 3:00:08 AM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline
Next up in the Market-Garden series:

Dreil Team
ASL 37

South of Dreil, Holland, 22 September, 1944:

On 21 September, General Sosabowski's 1st Polish Parachute Brigade at last made its much-delayed drop. In the dark early
hours of the 22nd, a troop of armored cars from the Household Cavalry, taking advantage of a heavy fog and back roads not
suitable for tanks, slipped past the west flank of the German defensive screen to reach them. That same Friday morning
General Thomas was to break his 43rd Wessex Division out of Nijmegan and strike north. But the 7th Somersets, the lead
battallion of the 214th Brigade which was to push through Oosterhaut and link with the Polish paratroopers at Dreil, had
failed to find its way through the traffic chaos in the city, and the advantage of Thomas' planned pre-dawn attack had been
lost. Nevertheless, the link-up could not be delayed, for the British across the Rhine were in desperate straits by now.
In full light the Germans, alerted by the recon unit's drive through their lines and bolstered during the night with a
headquarters infantry battalion and a company of Panthers, were prepared to give them a bloody time of it.


Units: Human Players
German: Squads, LMG, AFV
British: Squads, LMG, MMG, MTR, PIAT

Maps: ASL Map 22

Terrain: Urban

Scenario Length: 9 Game Turns

Victory objective: The British player wins upon exiting >=8 VP.

Scenario Designer: Okiefire

Attachment (1)

(in reply to okiefire1)
Post #: 142
RE: Submitted Scenarios - 4/21/2016 2:02:46 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Dedicated at genesismwt for his love of "exotics scenarios".

THE WALKING DEAD
Atlanta, Georgia, Nowadays. The Walking Dead tells the show's lead character, sheriff's deputy Rick Grimes, who awakens from a
months-long coma to confront a post-apocalyptic world overrun by zombies. Grimes reunites with his family and becomes the leader
of a group he forms with other survivors. Together they struggle to survive in and adapt to a world filled with zombies and some
humans who are even more dangerous than the zombies themselves.The group stumbles on a prison swamped by walkers and
sets about converting it into their new home. A rival gang managed to grab the prison, but Rick's group stages an
counterattack to retake the penitentiary.


Bad guys, Walkers : Squads, Fog of War
Good guys : Squads, Survivor Panoply

Maps: Three maps
Terrain: Forest, Jail

Scenario Length: 10 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men + KHANDAM2

Attachment (1)

(in reply to okiefire1)
Post #: 143
RE: Submitted Scenarios - 4/21/2016 10:31:53 PM   
KhanDam2


Posts: 110
Joined: 2/6/2015
From: France
Status: offline
Reserved for Future Use

Thank You

_____________________________

Semper Fi - Sicut Aquila

(in reply to rico21)
Post #: 144
RE: Submitted Scenarios - 4/24/2016 2:03:11 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Goose Green
The Battle of Goose Green (28-29 May 1982) was an engagement between British and Argentine forces during the Falklands War.
Goose Green and its neighbouring settlement Darwin on East Falkland lie on Choiseul Sound on the east side of the island's
central isthmus.British forces would control access to the entire Lafonia and thus a significant portion of East
Falkland.On 25 May Brigadier Julian Thompson, ground forces commander, commanding 3 Commando Brigade, was again ordered to
mount an attack on Argentine positions around Goose Green and Darwin.Thompson ordered 2nd Battalion of the Parachute Regiment
(2 Para) to prepare for and execute the operation as they were the unit closest to Goose Green in the San Carlos defensive
perimeter. He ordered Lieutenant-Colonel Herbert 'H' Jones, Officer Commanding 2 Para, to "carry out a raid on Goose Green
isthmus and capture the settlements before withdrawing in a reserve for the main thrust to the north." The "capture"
component appealed more to Jones than the "raid" component, although Thompson later acknowledged that he had assigned
insufficient forces to rapidly execute the "capture" part of the orders.


Argentinian : Squads, HMG, MMG, LMG, MTR, AA
British : Squads, HMG, MMG, MTR, OBA

Maps: Three maps
Terrain: Goose Green Isthmus

Scenario Length: 12 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men + KHANDAM2


Attachment (1)

(in reply to Paullus)
Post #: 145
RE: Submitted Scenarios - 4/25/2016 3:56:19 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Genesismwt and Javafiend are proud to present the first unofficial campaign TOTH
TO THE REICHSTAG CAMPAIGN
with the participation of other ASL'Men(Rico21, KhanDam2, Double Deuce, Paullus, Okiefire_ssl...).
The 4 scenarios of this campaign are distinct and played independently from each other.
The 4 scenarios of the campaign are played in chronological order: The Last Bridge (Tac65), Himmler’s House (Tac73),
The Final Assault (Tac66) and finally Red Flag (Tac74).
+ REICHSTAG MOD KHANDAM2

The calculation of the Victory Points of the Campaign (VPC) is based on the Victory Condition of each scenario.

-Major Russian victory--=3VP
-Minor Russian victory--=2VP
-Draw-------------------=0VP
-Minor Russian defeat---=-2VP
-Major Russian defeat---=-3VP

Only one VPC total calculation is done. VP are added or subtracted to the total after each scenario. The final VPC total may be
positive or negative. A final result >0 gives a Russian victory and any other result a German victory.

Campaign Victory Conditions:

12 VPC: Major Russian victory. The Red Flag flutters on the Reichstag before the 1st of May. Stalin is proud of the Russian
performance and the winner is awarded Hero of the Soviet Union.

7 to 11 VPC: Russian victory. The Reichstag is cleared on the 1st of May and the USSR power is demonstrated to the allied
nations.

1 to 6 VPC: Minor Russian victory. The Red Flag flutters on the Reichstag but the building cellars are still haunted by the
fascists.

-6 to 0 VPC: Minor German victory.The SS troops are still holding the upper floors and it was impossible to plant the Red
Flag on the top of the Reichstag. Hopefully, propaganda tricks the other allied nations as to the date and appearances are
saved.

-11 to -7 VPC: German victory. The final assault failed and some Russian assault troops are trapped in the cellars and
eliminated. The Reichstag only fell on the 2nd of May after 3 hours of intensive bombardment.

-12 VPC: Major German victory. The German hyena refused to die and despite the repeated and costly efforts of the Russians, the
Reichstag still resists. The Reichstag will finally fall on 7th of May, the defenders having used all their ammunition.
----------------------------------------------------------------
For example;
-I win 1st scenario The Last Bridge (Tac65), Major Russian victory--=3VP
-I lost 2nd scenario Himmler’s House (Tac73), Minor Russian defeat---=-2VP
-I do equality 3rd scenario The Final Assault (Tac66), Draw---=0VP
-I win 4th scenario Red Flag (Tac74), Major Russian victory--=3VP

VPC total calculation == 3VP-2VP+0VP+3VP == 4VPC

Campaign Victory Conditions Result :

1 to 6 VPC: Minor Russian victory. The Red Flag flutters on the Reichstag but the building cellars are still haunted by the
fascists.
----------------------------------------------------------------
GOOD GAME WITH BAND OF BROTHERS TEAM !

Attachment (1)

(in reply to rico21)
Post #: 146
RE: Submitted Scenarios - 4/26/2016 10:28:08 AM   
KhanDam2


Posts: 110
Joined: 2/6/2015
From: France
Status: offline
TO Fix the Probleme with To The Reichtag Scenarii with Mod you have to change the maps in Scenarii

at this time you would have the map but without the good building, 1 hex road, the at Ditch, orchad it's normal, you have to upgrade Maps

the best way on the editor, is to open the existing scenario then in maps menu import map into sector choose sector 1 and load Reichtag_s1.map make the same thing with sector s2 in sector 2

If you dont do that the Los are not Correct for Building and road are not handling correctly in 1 hex at the left of Bridge.

Note for the Player who don't use the Mod the same Trouble exist with Building and Road!

Reichtagmaps



_____________________________

Semper Fi - Sicut Aquila

(in reply to rico21)
Post #: 147
RE: Submitted Scenarios - 4/26/2016 10:52:44 AM   
KhanDam2


Posts: 110
Joined: 2/6/2015
From: France
Status: offline
For all who want to play the Reichstag Campaign and don't know how to change Maps, you can find here the Scenarii Updated with the Good Maps and Mods.

all stuff JSGME Ready

For People who don't use JSGME just unzip all and put Scenario in Scenarios Dir and Png in Graphics Dir

Don't forget to save your original files before


Cheers

Regards from France

Attachment (1)

_____________________________

Semper Fi - Sicut Aquila

(in reply to KhanDam2)
Post #: 148
RE: Submitted Scenarios - 4/26/2016 3:19:47 PM   
Cataphract88


Posts: 728
Joined: 10/5/2012
From: Britannia
Status: offline
A really nice mod and easy to install on JSGME, too. Thanks very much to all involved in this very professional-looking mod. Well done!

_____________________________

Richard

(in reply to KhanDam2)
Post #: 149
ASL scenario J60 Bad Luck from ASL Journal #3 - 4/28/2016 4:41:31 PM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
SCENARIO NAME: J60 – Bad Luck

DATE: November 21, 1944
LOCATION: Western Front, Merzig, Germany

SITUATION: As part of the Third Army’s encirclement of Metz and attack on the Saar Heights, Combat
Command B of the 10th Armored Division was ordered to strike eastward towards the Saar River at Merzig
to secure the Army’s flank. Although attacking a lightly defended sector, the Americans advanced cautiously
until they eventually held the hills overlooking the river and the approaches to Merzig. Fearing that this was
the main attack to roll up the Saar Region, the Germans took advantage of the Americans’ slow advance and
launched a quick counterattack.

FORCES:
American: Squads, MMG, BAZ, Lt. MTR, AFV
German: Squads, LMG, PSK, Lt. MTR, AFV, Halftrack

SCENARIO SPECIAL RULES:
*- None

MAPS: Two maps (Sector’s 1×2) with only the upper portion of the map being used.

TERRAIN: Open, Some hills

SCENARIO LENGTH: 7 Turns

VICTORY CONDITIONS : The side with the most Victory Points at the end is the winner. Both sides get
VPs for controlling Victory Objectives.

SCENARIO DESIGNER: Double Deuce
(A ‘Combat Campaigns’ conversion of ASL scenario J60 Bad Luck from ASL Journal #3)

Version 1.0

Download the scenario by clicking this link s_CC-03 - J60 Bad Luck

_____________________________


(in reply to Paullus)
Post #: 150
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